2025-11-14 00:47:49 +08:00
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package effect
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import (
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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)
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/**
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* 对手处于睡眠状态时,致命一击率提升n/16
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*/
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func init() {
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input.InitEffect(input.EffectType.Skill, 95, &Effect95{})
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}
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type Effect95 struct {
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node.EffectNode
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}
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2026-01-05 23:00:42 +08:00
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func (e *Effect95) ActionStart(a, b *action.SelectSkillAction) bool {
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2025-11-14 00:47:49 +08:00
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//fmt.Println(e.Ctx().SkillEntity)
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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if !e.Ctx().Opp.StatEffect_Exist(input.StatusSleep) {
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return true
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}
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2026-03-09 18:49:51 +08:00
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e.Ctx().SkillEntity.XML.CritRate += int(e.Args()[0].IntPart())
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2025-11-14 00:47:49 +08:00
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return true
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}
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